lilbroex said:
The same things pretty much. Its doing to much at one at too high a frame rate. The shading, the fluidity and effect diverstiy over an area that large with no load screens. The biggest thing of all is the rounded geometry. Even the highest quality Xbox1 games were extremely block if you looked at them upclose. Especially the coveted PC ports or Doom 3 and Half-Life 2.
You couldn't reproduce this on the Xbox1 even at 30 fps. The polygon detail is too high. The number of animations is beyond what the Xbox1 could do at one time. |
I see.
Sorry if I'm pestering you with questions but I find this fascinating and I'm trying to learn as much as I can.
I've been wondering about The Last Story and the Wii Call of Duty games.
The Last Story seems to push some nice effects, like reflective/refractive water, volumetric lighting, (it's probably just cleverly handled bloom, but it works) and depth of field, but it slows down a bit. Is it pushing the system, or just badly coded?
The Wii COD games (From World at War on) have also confused me. On the one hand, outside of some environmentt mapped scopes and water, they don't push many effects, and the textures and framerates can be pretty bad, but according to the devs it's pushing the Wii's CPU and RAM quite hard with so many characters at once, (each with allegedly 100 animated bones) as well as detailed streaming environments. Are they really impossible-on-Xbox achievements though, or again, just badly coded?








